feat: refactored how players are removed
parent
1cb000aa98
commit
c85947f187
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@ -50,19 +50,39 @@ void GameRoot::player_input_connected() {
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this->emit_signal(StringName("player_connected"), input);
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}
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void GameRoot::player_removed(uint32_t player_id) {
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void GameRoot::remove_player(uint32_t player_id) {
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if(!this->players.has(player_id))
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return;
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// convert player object to node
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Node *node = this->players.get(player_id).second->to_node();
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if(node == nullptr) {
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UtilityFunctions::push_error("IPlayer::to_node failed for player with id '", player_id, "'");
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return;
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}
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node->queue_free();
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this->players.get(player_id).second = nullptr;
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}
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void GameRoot::remove_all_players() {
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// free all player instances in use
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for(KeyValue<uint32_t, Pair<PlayerInput*, IPlayer*>> &pair : this->players) {
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// skip unused player slots
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if(pair.value.second == nullptr)
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continue;
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else
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this->remove_player(pair.key);
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}
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}
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bool GameRoot::initialize_player(IPlayer *player, uint32_t id) {
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if(!this->players.has(id))
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return false;
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// register the player
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Pair<PlayerInput*, IPlayer*> &found{this->players.get(id)};
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this->add_child(player->to_node());
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player->player_id = id;
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found.second = player;
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// set player id
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player->player_id = id;
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this->add_child(player->to_node());
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player->setup_player_input(found.first);
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return true;
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}
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@ -98,16 +118,7 @@ uint32_t GameRoot::find_empty_player_slot() const {
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}
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void GameRoot::set_game_mode(Ref<GameMode> prototype) {
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// free all player instances in use
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for(KeyValue<uint32_t, Pair<PlayerInput*, IPlayer*>> &pair : this->players) {
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if(pair.value.second == nullptr) continue;
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Node *node = dynamic_cast<Node*>(pair.value.second);
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if(node == nullptr) {
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UtilityFunctions::push_error("Attempt to cast player '", pair.key, "' to node failed");
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} else {
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node->queue_free();
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}
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}
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this->remove_all_players();
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// allow "unsetting" the gamemode by passing an invalid gamemode
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// shorthand for this behaviour is reset_game_mode
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if(prototype.is_null() || !prototype.is_valid()) {
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@ -1,15 +1,15 @@
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#ifndef GAME_ROOT_HPP
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#define GAME_ROOT_HPP
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#include <godot_cpp/classes/packed_scene.hpp>
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#include "game_mode.hpp"
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#include "level.hpp"
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#include <godot_cpp/classes/node.hpp>
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#include <godot_cpp/classes/packed_scene.hpp>
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#include <godot_cpp/templates/hash_map.hpp>
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#include <godot_cpp/templates/hash_set.hpp>
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#include <godot_cpp/templates/pair.hpp>
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#include <godot_cpp/templates/vector.hpp>
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#include <godot_cpp/templates/pair.hpp>
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#include "game_mode.hpp"
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#include "level.hpp"
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#include <godot_cpp/templates/vector.hpp>
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namespace godot {
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class PlayerInput;
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@ -31,8 +31,12 @@ public:
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void player_input_connected();
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// force-disconnect a player
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// calls queue_free on the IPlayer instance
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void player_removed(uint32_t player_id);
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void remove_player(uint32_t player_id);
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// calls remove_player for every used player input slot
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void remove_all_players();
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// initialize and register a player instance
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// the player will be added to the tree and AFTER setup_player_input will be called
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// this way the player can initialize before setting up input
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bool initialize_player(IPlayer *player, uint32_t id);
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// shorthand for set_game_mode(Ref<GameMode>())
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